(The Urban Legend Website is located at Snopes.com
(we fully support what they do))
New technology researched and used
- Illuminate.js is an interesting library, but canvas only, but demo was inspirational for game
- Krita graphics editor is not as intuitive as Photoshop.
- Installed Photoshop CS3, but seems to not work well under Win8
- Rather than write my own, I found a Quadtree.js library that I immediately put to use for determining shadow objects, collisions, and reducing FOV calculations.
- Installed Node.js locally, but not using it yet for production. (maybe next month)
- Sound effects are handled by Howler.js, though we will see if it is much different from Cocos2d-html5 implementation.
- May use Gamepad.js in the future.
- I plan to compare Cocoon.js with Node webkit to see what best fits my needs.
What didn't work
- Converting Illuminate.js to webGL would require batching buffers, etc. and be different from the compositing done by the library
- Krita is not a go to graphics editor for me (Perhaps better suited for use with tablet). I tried it hoping to overcome years of Photoshop knowledge (and Gimp not being close enough).
Long Term Success
- My shadow casting implementation worked well, should also be useful for vision detection in future games
- Quadtree.js will be a staple from now on. Moving forward on large maps, it will be very useful for managing data.
- Added a few new plug-ins to Paint.net for quick editing and prototyping sprites. Specifically for manipulating the Alpha channel. (one of the main reasons there is a need for a more advanced graphics editor)
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TL:DR Use canvas tag, don't use function.
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